Updated on 2022/07/02

写真a

 
BANCHI, Yoshihiro
 
Affiliation
Faculty of Science and Engineering, School of Fundamental Science and Engineering
Job title
Assistant Professor(non-tenure-track)
 

Research Areas

  • Human interface and interaction

Papers

  • Effects of Chair swiveling on User experience During Viewing 360-Degree Images Using a Head-mounted Display

    Banchi Yoshihiro, Yoshikawa Keisuke, Kawai Takashi

    Transactions of the Virtual Reality Society of Japan   23 ( 3 ) 217 - 227  2018

     View Summary

    <p>The authors examined the effects of chair swiveling with the psycho-physiological effects of viewing short segments of 360° videos using a head-mounted display (HMD) in terms of the type of content. Twenty participants viewed 360° videos with varying features using an eye-tracking HMD consisting of a smartphone fitted in a case containing optics. Ten participants were seated on a swivel chair and the others on a fixed one. Objective indexes on gaze and body rotation and subjective indexes on simulator sickness, emotional reaction and immersion were measured. It was found that the features of content, especially camera motion, affect psychological effects like discomfort and observation behavior, and chair swiveling affects the behavior looking around, the reception of visual information and emotional response. It turns out that the rotating chair, which is easy to think that it supports the action the user sees, does not necessarily contribute to the user experience.</p>

    DOI CiNii

  • Scalable Conversion and User Experience of Viewing Immersive Stereoscopic Images using a Smartphone

    Banchi Yoshihiro, Morikawa Hiroyuki, Kawai Takashi

    The Journal of The Institute of Image Information and Television Engineers   72 ( 11 ) J201 - J207  2018

    DOI CiNii

  • G6-2 Behavioral and psychological effects by short time viewing 360 videos using a HMD

    Banchi Yoshihiro, Tsukada Shota, Yoshikawa Keisuke, Kawai Takashi

    The Japanese journal of ergonomics   53 ( 2 ) S600 - S603  2017

     View Summary

    <p>The authors examined the psycho-physiological effects of viewing short segments of 360° videos using a head-mounted display (HMD) in terms of the type of content and the viewing environment. Twenty participants viewed 360° videos with varying features using an eye-tracking HMD consisting of a smartphone fitted in a case containing optics. Ten participants were seated on a swivel chair and the others on a fixed one. As objective indexes, changes in the direction of gaze and body rotation (shoulder and head) were measured during viewing. As subjective indexes, motion sickness, emotional reaction and presence and immersion were measured. The results of the objective indexes showed that gaze tended to focus on the center of the screen when there was more camera motion. Further, chair swiveling increased head motion and horizontal eye movement. Results of the subjective indexes showed that the content type affected subjective symptoms of sickness and emotional arousal. Furthermore, chair swiveling augmented these symptoms and decreased the arousal level. In conclusion, it is suggested that the behavioral and psychological responses of viewing short segments of 360° videos using an HMD are affected by both the characteristics of the content being viewed and the viewing environment.</p>

    DOI CiNii

  • Analysis of User Behavior Characteristics During Viewing 360-Degree Images Using a Simple Head-Mounted Display

    Tsukada Shota, Hasegawa Yusuke, Banchi Yoshihiro, Morikawa Hiroyuki, Kawai Takashi

    Transactions of the Virtual Reality Society of Japan   21 ( 4 ) 595 - 603  2016

     View Summary

    <p>In this study, the authors examined behavioral characteristics during viewing 360-degree (360) images by measuring time-series change of body part rotations. In the experiment, two conditions were prepared. First was the HMD condition which a simple head-mounted display using a smartphone was used, and second was the LCD condition which a LC display with similar viewing angle was used. Four types of still images with different number of gaze targets were presented as the experimental stimuli. Under the two experimental conditions, body part rotations of the participants and subjective indexes on motion sickness and visual fatigue were measured and analyzed. From the results of the experiment, the authors found a common tendency of the late and peak in the time series rotation of body parts. The authors discussed further results of the experiment in terms of the basic tendencies of behavioral changes by viewing 360 images.</p>

    DOI CiNii

Presentations

  • Examination of ergonomic data augmentation technology using deep learning

    BANCHI Yoshihiro, TOMINO Nagakazu, YAMAGATA Tomohiro, KAWAI Takashi

    The Japanese Journal of Ergonomics  Japan Ergonomics Society

    Presentation date: 2021

    Event date:
    2021
     
     
  • Evaluation and estimation of discomfort by physiological indexes during continuous work with Mixed Reality systems (2)

    Banchi Yoshihiro, Suzuki Shion, Tsuchiya Kento, Hirose Masato, Takahashi Ryu, Yamashita Riku, Kawai Takashi

    The Japanese Journal of Ergonomics  Japan Ergonomics Society

    Presentation date: 2021

    Event date:
    2021
     
     
  • Evaluation and estimation of discomfort by physiological indexes during continuous work with Mixed Reality systems (1)

    Takahashi Ryu, Suzuki Shion, Tsuchiya Kento, Hirose Masato, Yamashita Riku, Banchi Yoshihiro, Kawai Takashi

    The Japanese Journal of Ergonomics  Japan Ergonomics Society

    Presentation date: 2021

    Event date:
    2021
     
     
  • Estimation of motion sickness in automated vehicles using deep learning

    Kawai T., Banchi Y., Kashiwa T., Kuzu M., Takenaga T., Nakamura S., Yamashita R., Tsuchiya K.

    The Japanese Journal of Ergonomics  Japan Ergonomics Society

    Presentation date: 2020

    Event date:
    2020
     
     
  • Psycho-physiological effects by game play using a mixed reality headset

    BANCHI Yoshihiro, KAWAI Takashi

    The Japanese Journal of Ergonomics  Japan Ergonomics Society

    Presentation date: 2020

    Event date:
    2020
     
     
  • 1F3-4 Evaluation of user experience while viewing 180-degree images using a HMD

    YOSHIKAWA Keisuke, BANCHI Yoshihiro, KAWAI Takashi

    The Japanese Journal of Ergonomics  Japan Ergonomics Society

    Presentation date: 2019

    Event date:
    2019
     
     
  • 1F3-5 A basic study on time evaluation during virtual reality experience

    BANCHI Yoshihiro, YOSHIKAWA Keisuke, KAWAI Takashi

    The Japanese Journal of Ergonomics  Japan Ergonomics Society

    Presentation date: 2019

    Event date:
    2019
     
     
  • 1F3-7 Evaluation of automated driving experience using VR simulation

    KAWAI Takashi, IGARASHI Toshifumi, BANCHI Yoshihiro, MOCHIZUKI Kenta, TSUCHIYA Kento

    The Japanese Journal of Ergonomics  Japan Ergonomics Society

    Presentation date: 2019

    Event date:
    2019
     
     
  • 1A4-3 Behavioral analysis while viewing 360-degree images using a HMD (2)

    YOSHIKAWA Keisuke, BANCHI Yoshihiro, KAWAI Takashi

    The Japanese Journal of Ergonomics  Japan Ergonomics Society

    Presentation date: 2018

    Event date:
    2018
     
     
  • 1A4-2 Behavioral Analysis while viewing 360-degree images using a HMD (1)

    BANCHI Yoshihiro, YOSHIKAWA Keisuke, KAWAI Takashi

    The Japanese Journal of Ergonomics  Japan Ergonomics Society

    Presentation date: 2018

    Event date:
    2018
     
     
  • 1F4-3 Scalability and user experience in viewing a simple head-mounted display using a smartphone

    BANCHI Yoshihiro, TSUKADA Shota, HASEGAWA Yusuke, MORIKAWA Hiroyuki, KAWAI Takashi

    The Japanese Journal of Ergonomics  Japan Ergonomics Society

    Presentation date: 2016

    Event date:
    2016
     
     
  • 1F4-2 Analysis of user behavior during viewing 360-degree virtual reality images

    TSUKADA Shota, HASEGAWA Yusuke, BANCHI Yoshihiro, MORIKAWA Hiroyuki, KAWAI Takashi

    The Japanese Journal of Ergonomics  Japan Ergonomics Society

    Presentation date: 2016

    Event date:
    2016
     
     
  • Effect of inter lenses distance of simple HMD using a smartphone on fusional limit in stereo vision

    TAKAHASHI Suguru, BANCHI Yoshihiro, TSUKADA Shota, HASEGAWA Yusuke, MORIKAWA Hiroyuki, OHTA Keiji, KAWAI Takashi

    PROCEEDINGS OF THE ITE WINTER ANNUAL CONVENTION  The Institute of Image Information and Television Engineers

    Presentation date: 2015

    Event date:
    2015
     
     

     View Summary

    In this study investigated the effect of the frame design of a simple smartphone HMD on the stereoscopic visionand considered the design requirements for comfortable viewing environment. The results showed a trend that the fusionallimit becomes nearer in a simple HMD.

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Specific Research

  • クロスリアリティに関する基礎的な人間工学的研究

    2020  

     View Summary

    クロスリアリティ(XR)に関して多くの研究がなされているが、その中でも映像酔いと似た影響が不快感としてどのシステムにおいても報告されている。原因として有力な説に感覚不一致説がある。感覚不一致説は、実際に知覚している感覚と過去の経験から予測される感覚の矛盾により酔いが起きるというものである。視覚情報を多く提示するバーチャルリアリティ(VR)やミックストリアリティ(MR)においては特に問題とされている。そこで本研究では、XR使用中の生理・心理反応の関係を明らかにすることを目的とした。結果より生理反応と心理反応との間にある程度の対応関係がみられ、不快感との関連が示唆された。

  • VR映像のグループ視聴がユーザ体験に及ぼす影響

    2019  

     View Summary

    ヘッドマウントディスプレイ(HMD)を用いたバーチャルリアリティ(VR)体験では、体験を共有することに難しい点がいくつかある。例えば、スクリーンでのVR体験では複数人が同じ空間に存在し、見ている内容が一致しているため、体験中に見てほしい場面などの共有が口頭で可能である。一方でHMDでは、それぞれの見ている方向や位置により見ている内容が異なってくることや、ヘッドホンにより外界の音声が聞こえないなど体験中に口頭での説明などが難しい。そこで、HMDを用いて同時にグループでVR映像を視聴させるという実験を行うことで、VR映像をグループ視聴した際にユーザー体験にどのような影響を及ぼすかを検討することとした。

  • VR空間におけるルームスケール・インタラクションがユーザ体験に与える影響

    2019  

     View Summary

    ヘッドマウントディスプレイ(HMD)を用いたバーチャルリアリティ(VR)体験においては、デバイスによる制限により大きく、3軸自由度の移動に制限のあるものと、6軸自由度の自由に移動のできるものがある。特に6軸自由度では、現実世界と同様に足を使って移動することでVR空間を自由に移動することが可能であり、現実空間(部屋)全体を使用した自由度の高い体験がルームスケールで可能となる。しかしながら、HMDを装着した状態で部屋の中を動き回ると、VR空間を体験しながら外界の確認をすることができないため、非常に危険な行為となる。そこで、VR空間にありながら危険を回避する人間工学的な検討が必須である。

  • バーチャルリアリティ空間における快適な移動表現に関する人間工学的検討

    2018  

     View Summary

    近年、様々な分野で活用が進んでいるバーチャルリアリティ(VR)技術に関して、いくつかの問題がある。特に問題となることが、VR酔いである。VR酔いとは乗り物酔いに似た症状であり、原因として有力な説に感覚不一致説がある。感覚不一致説は、実際に知覚している感覚と過去の経験から予測される感覚の矛盾により酔いが起きるというものである。現状では、3自由度と6自由度のヘッドマウントディスプレイ(HMD)があるが、どちらもVR体験をする現実の範囲には制限がある一方で、VR空間では制限がない。特に、3自由度のHMDでは現実では動いていないがVR空間では動くという感覚が一致しない場面がある。そこで、VR空間における快適な移動手法に関する人間工学的な検討を行った。

 

Syllabus